Author Topic: Beating up evil rocks for money: Anticrystal Knight  (Read 12068 times)

Beating up evil rocks for money: Anticrystal Knight
« on: December 11, 2014, 05:00:07 AM »


PLAY IT HERE
Last updated: May 3 - final version

Wtf is this game?
An RPG where you beat up evil rocks for money.
Alternate between buying and building up a set of weapons to use to fight against dark crystals that threaten to corrupt your town.
As time passes more and more crystals fall from the sky, each with it's own unique attacks, so you'll need to simultaneously build a up a large arsenal and also be tactful with which weapons you pick.

Upcoming Stuff
?   RIP for now
« Last Edit: May 04, 2015, 01:31:53 AM by Suikama »

Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.1)
« Reply #1 on: December 11, 2014, 05:00:45 AM »
I'm posting the changelog and bug list in a separate post so it's easier to read and easier for me to edit.

Changelog
v. 0.0.3
?   Revamped almost everything. Too many changes to list. :V

v. 0.0.2
?   War Flag Rally no longer lasts for more than a turn and cannot be stacked. It can however be used again once the buff is consumed with an attack.
?   All Block-type abilities cannot be stacked, but now only loses durability on a successful block.
?   Fixed win condition bug.
?   Various other minor tweaks and bugfixes.

v. 0.0.1
?   Initial alpha release woo!

Currently known bugs
?   
« Last Edit: April 21, 2015, 01:45:34 AM by Suikama »

Chaore

  • Kai Ni Recipient Many Years Late
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Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.1)
« Reply #2 on: December 11, 2014, 05:08:24 AM »
time to play the shit out of this

Edit:


time till break: 1 minute

EditEdit: result- 415 left on the crystal, had I prepared/been a bit more risky I could probably one shot it wave 1 with the right items spawning

the war flag is broken, basically. you should probably fix that.

EditEditEdit: Also, defeated crystal to -8 hp, end turn and game freezes.

no real other bugs found so far.
« Last Edit: December 11, 2014, 06:04:59 AM by Chaore »

Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.1)
« Reply #3 on: December 11, 2014, 06:19:37 AM »
ahaha holy shit i should have known something crazy would be happen by having an ability with no durability cost

the game freezing is probably the same bug as the mashing end turn one

did it still count as a win in your records though?

Chaore

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  • You Finally Did It, Kadokawa.
Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.1)
« Reply #4 on: December 11, 2014, 06:25:01 AM »
ahaha holy shit i should have known something crazy would be happen by having an ability with no durability cost

the game freezing is probably the same bug as the mashing end turn one

did it still count as a win in your records though?

yeah

it's solvable enough by making the effect only last till turn end tbh, it'd still be really god damn strong imo but it wouldn't be broken, the problem is just it stacks infinitely atm

it didn't count as a win

edit: also reloading is after crystal death, and all i can do is end turn to freeze again
« Last Edit: December 11, 2014, 06:26:34 AM by Chaore »

Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.1)
« Reply #5 on: December 11, 2014, 04:01:27 PM »
yeah

it's solvable enough by making the effect only last till turn end tbh, it'd still be really god damn strong imo but it wouldn't be broken, the problem is just it stacks infinitely atm

it didn't count as a win

edit: also reloading is after crystal death, and all i can do is end turn to freeze again
okay so it turns out im really dumb and deactivated part of the win condition just before exporting

you can still win but only if you win off an attack...

which makes be curious how did you get stuck in the first place? did you do another powered up attack but then nothing happened after the crystal hit 0 hp?


Also I'll probably nerf both the durability cost and the duration of the rally buff because yeah it's still pretty op because it's basically free damage as long as you can stay alive. Or maybe I can make it cost more, although there is still a guy who gives you flags for free :V

Okay even with the double nerf it's still pretty strong :V
« Last Edit: December 11, 2014, 04:10:40 PM by Suikama »

Chaore

  • Kai Ni Recipient Many Years Late
  • *
  • You Finally Did It, Kadokawa.
Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.1)
« Reply #6 on: December 11, 2014, 05:27:07 PM »
okay so it turns out im really dumb and deactivated part of the win condition just before exporting

you can still win but only if you win off an attack...

which makes be curious how did you get stuck in the first place? did you do another powered up attack but then nothing happened after the crystal hit 0 hp?

I just...kinda attacked :v

Nothing special, just a TOTALLY NOT SUSPICIOUS RIPOFF sword to the face.

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Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.1)
« Reply #7 on: December 12, 2014, 03:20:43 AM »
recent GvG Hearthstone expansion has some crazy effects while the original basic set had mostly vanilla monsters
Will there be a weapon that summons a load of 1/1s.
Because now that I think about it a few cards do that in GvG.

Tooltips for Corruption and Energy are drawn outside the window for me.
Combat is kind of basic right now, but can only improve really.
Dodging attacks seems to just be random?
Also buff stacking rally kind of looks weird when those +10s start going through the text, stack numbers would be better.
A hotkey for ability would also be nice (like E)
Goddess healing also doesn't scale depending on how much health you have lost (is this intentional design?)
Empty item slots have a ? on them. Shouldn't they just be empty.
A toggle-able combat log would be nice so that players could be reminded of how much damage they're potentially taking a turn.
No player model, so no hats.

Didn't find any bugs in my first playthrough because I didn't get very many items. Might try again later and see if I can break the game in other ways.


Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.1)
« Reply #8 on: December 12, 2014, 03:48:47 AM »
Will there be a weapon that summons a load of 1/1s.
Because now that I think about it a few cards do that in GvG.

Tooltips for Corruption and Energy are drawn outside the window for me.
Combat is kind of basic right now, but can only improve really.
Dodging attacks seems to just be random?
Also buff stacking rally kind of looks weird when those +10s start going through the text, stack numbers would be better.
A hotkey for ability would also be nice (like E)
Goddess healing also doesn't scale depending on how much health you have lost (is this intentional design?)
Empty item slots have a ? on them. Shouldn't they just be empty.
A toggle-able combat log would be nice so that players could be reminded of how much damage they're potentially taking a turn.
No player model, so no hats.

Didn't find any bugs in my first playthrough because I didn't get very many items. Might try again later and see if I can break the game in other ways.
Yeah those tooltips are a bit too close to the edge of the screen. You can make them visible by holding your cursor up higher, but I'll fix it so it's more convenient.

Yeah the crystal attacks have less than 100% accuracy. The attack that hits for 10 has 95% accuracy and the one that hits for 20 has only 50%. It does feel kind of weird right now though. I'm guessing it's because there's no attack animations and the attack messages go by really quickly.

Hmm that's a good idea for buff stacking. Rally stacking is getting nerfed, but as I add more abilities things might get cramped.

Right, don't know why I didn't add an ability hotkey as well.

Yes healing is just a full heal by design. This could change though. The balance of the Goddess' healing abilities is going to need a lot of tuning depending on how things end up going. Like right now town healing is ridiculously expensive, but if later on in the game it gets easier to obtain more and more shards then you might be able to reach a point where healing the town to full is trivial.

Yeah empty weapon slots it should be blank oops

Okay so combat log. So I kinda figured that since games like Pokemon and Puzzle and Dragons get away with having no combat logs then I could too :V I suppose I could do something kind of like Hearthstone's log, although the main thing is I'm not sure if it's really necessary since all lingering effects show up as buffs.
Oh yeah I will be making it easier to tell how much damage you take. Originally the "You took damage" messages were supposed to include the amount of damage you took, but it got messed up. I'll definitely fix that soon. Either that or I'll do the Puzzle and Dragons thing where every time you take damage it's shown on your healthbar for a second or two before vanishing.

No hats unfortunately :V
Actually funny enough, once upon a time there were going to be hats, but then I realized it would take way too much time for something that's already been overdone in a ton of other games. I might consider having more art for the characters though so that everyone isn't just a faceless icon, but that will come way after everything else is done.



e: okay so in retrospect holy shit the topic post is just a wall of text so i'm going to clean some stuff up for the next release
« Last Edit: December 13, 2014, 07:42:52 PM by Suikama »

Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.1)
« Reply #9 on: December 14, 2014, 10:26:48 PM »
FIRST UPDATE! :toot:

Version 0.0.2 is out!
Here are the changes:
?   War Flag Rally no longer lasts for more than a turn and cannot be stacked. It can however be used again once the buff is consumed with an attack.
?   All Block-type abilities cannot be stacked, but now only loses durability on a successful block.
?   Fixed win condition bug.
?   Various other minor tweaks and bugfixes.

You can get it on the new webpage for the game: http://suikama.itch.io/anticrystal-knight-alpha
I've also got a tumblr up and running for updates: http://anticrystalknight.tumblr.com/

I'll still update this thread as well. I think for minor updates like new versions that have just a few minor changes like this one I'll post mostly here, but on the blog I'll have updates for things like major features that are in the works. I dunno I'll figure out something :V

Also the first post has been cleaned up a bunch so you dont have to read an entire essay just to figure out what this game is :V

Anyways please give it a try and tell me what you guys think :3


Also on another note, I managed to make myself salty with my own game

I don't know what to feel about this



edit: WELP
okay so I've run into a bit of a problem

can anyone try downloading the game and tell me if they get some kind of malicious file warning or something like that
for me, chrome is giving me these issues but firefox isnt

google pls
« Last Edit: December 15, 2014, 12:36:36 AM by Suikama »

Chaore

  • Kai Ni Recipient Many Years Late
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  • You Finally Did It, Kadokawa.
Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #10 on: December 15, 2014, 01:35:02 AM »
Chrome went YO when I downloaded it the first time myself, so yeah.

Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #11 on: December 15, 2014, 02:18:47 AM »
Alright so I asked the itch.io site guys and they said thier site is correctly confirged with google but it takes time for google to verify stuff so hopefully it will fix itself.


Also what do you think of the balance changes? :derp:

imo war flag is still pretty powerful since it doesn't take any durability so you just tack it on every single hit for free damage. Because attacking takes durability which costs gold to repair, there's a cost tradeoff to every attack, but that's not the case with the flag's abilities. It might fall off later on though if power creep starts to happen though since it's still only 10 damage. It's really hard to tell without having every weapon available to mess around with directly (so I guess I should hurry up with the updates :derp:)

Blocking was kind of screwed up before because you could waste a lot of durability only for the enemy attack to miss. Also by not allowing stacking prevents you from going invincible mode for a few turns.
The shield is supposed to allow you to last longer in fights so that you can get off more damage and so you can build up more energy for using heavier weapons. If you could stack blocks in combination with not losing durability on misses then it would kind of trivialize stalling for the first few turns (image if you could do that in pad although I guess skill boosts is kind of the same thing :V) and it also would make Great Block kind of useless for how expensive it is.

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Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #12 on: December 19, 2014, 05:51:16 AM »
Okay! My thoughts! I'm a bit drunk but I'll try to be coherant.

First of all: The fact that I have to click Cancel and End Turn at various points when there's nothing for me to do in the current menu is kinda aggravating.  For a point and click game it should move to the next phase when your options are exhausted.

I want attacks and abilities to be separate on the UI.  Each of the 5 items having a possibility of 2 actions associated with it.  With a longer game your 10 actions would mostly be full as high end items have both attack and abilities or maybe even two abilities.

When buying or selling items, the price should be prominant on the UI. 

Fragile items should just break when they reach Durability 0.

The Flag item seemed to work for an endless number of turns and battles until I de-equiped it.  I have no idea how it's supposed to work from your posts and the ingame text.

After losing once, I caught on to all the mechanics pretty quickly, I can see you needing to add some tutorials or such as the game gets more complex and reaches a more developed stage.

Healing the town with shards seems a bit pointless to do more than once, you don't get many shards to have much affect at 1% each. On the other hand healing just once gets you an entire extra "loss" when fighting against the crystal.  Once you're further along in development though, clever managing of the town's corruption level could be a thing.  The shady merchant could get better stuff for instance.

I've never had enough gold to buy one of the weapons from the D Master.

Edit: On the whole it was pretty fun.  The single enemy represented a challenge that I had fun overcoming.  Something I think you've done well is that the game doesn't feel too much or too little RNG.  Working with what you get in the shops is very much a thing, but while I did feel pressured it hasn't felt hopeless.
« Last Edit: December 19, 2014, 06:19:08 AM by Moogs Parfait »

Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #13 on: December 19, 2014, 01:49:44 PM »
Okay! My thoughts! I'm a bit drunk but I'll try to be coherant.

First of all: The fact that I have to click Cancel and End Turn at various points when there's nothing for me to do in the current menu is kinda aggravating.  For a point and click game it should move to the next phase when your options are exhausted.
The problem with auto End Turn is that sometimes there will be situations where it's ambiguous when you are truly out of options, such as if you have weapons or abilities with 0 energy cost. There will also be future mechanics that merit ending your turn early. I will try to have something like Hearthstone's end turn function where the button alerts you when you don't have any actions left.

For canceling, I guess I could make it so that clicking outside the shop's boundaries auto closes. That might get kind of annoying with misclicks though hmm.
I want attacks and abilities to be separate on the UI.  Each of the 5 items having a possibility of 2 actions associated with it.  With a longer game your 10 actions would mostly be full as high end items have both attack and abilities or maybe even two abilities.
Hmm yeah I was thinking about ditching the 'click to equip' function and making it so that if you click on a weapon it attacks and then if you click on a separate button beside the weapon it uses it's ability. That way I can also just have 10 different hotkeys, one for each attack and ability. I'm not sure if I'll do multi-abilities. Puzzle and Dragons managed to get this far with every monster only having a single ability so I think I'll be fine.

When buying or selling items, the price should be prominant on the UI. 
Yeah that's on my to do list. The whole weapon info system needs a revamp so that all stats and abilities are more obvious.

Fragile items should just break when they reach Durability 0.
Break as in they're just deleted from your inventory? There will be a use for broken junk later on (I think :V). I will make it more obvious when you have a broken item in your inventory though.

The Flag item seemed to work for an endless number of turns and battles until I de-equiped it.  I have no idea how it's supposed to work from your posts and the ingame text.
Traits are passives so they work as long as the weapon is equipped. It probably shouldn't keep working when it's durability runs out though but I'm still figuring out how to get that to work.

After losing once, I caught on to all the mechanics pretty quickly, I can see you needing to add some tutorials or such as the game gets more complex and reaches a more developed stage.
I think I'm okay with people flubbing their first few games as long as it's obvious what you need to do after a few tries.

Healing the town with shards seems a bit pointless to do more than once, you don't get many shards to have much affect at 1% each. On the other hand healing just once gets you an entire extra "loss" when fighting against the crystal.  Once you're further along in development though, clever managing of the town's corruption level could be a thing.  The shady merchant could get better stuff for instance.
Yeah healing is something I still haven't fully figured out how to balance yet. I'll just do everything else first and then adjust healing around that  ┐(?ー`)┌

I've never had enough gold to buy one of the weapons from the D Master..
That weapon is completely OP and is supposed to be difficult to get anyways (and it's getting nerfed, it's just a bit of a joke item right now :V) It's not impossible though cause I managed to get in once by saving my shards until the pawn shop offered a really high rate for them.
Hmm I should probably make it more obvious that the weapon is a rare "Legendary" item though.

Edit: On the whole it was pretty fun.  The single enemy represented a challenge that I had fun overcoming.  Something I think you've done well is that the game doesn't feel too much or too little RNG.  Working with what you get in the shops is very much a thing, but while I did feel pressured it hasn't felt hopeless.
Funny think is I kind of want the game to have a lot of RNG :V But not so RNG heavy that the player feels like they have no control of the situation and they just have to wait until they get lucky in order to have a chance to win. I think Binding of Isaac strikes the best balance in this regard since it's really RNG based and yet with good decision making and dodging skills every single run is winnable no matter how unlucky you get.

I might be kind of tricky with this kind of game though since unlike Isaac, there's no physical skill component to the game. So whereas you can beat Isaac even with shitty items if you have Touhou Lunatic dodging skills, in an RPG it's possible to have situations where the player is legitimately screwed by RNG and there's nothing they could have done better to avoid it. So I dunno we'll see :V

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Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #14 on: December 19, 2014, 05:58:19 PM »
What I meant about two abilities is more moving to a two actions system.

Every item would have a primary and secondary action. Some items only have one like you do now, but the primary action isn't always whacking the crystal with the item.  For example a glove called the Pacifist could have a generally useful heal ability and a situationally useful blocking ability

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Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #15 on: December 20, 2014, 02:06:04 AM »
Yea I don't really see the point of whacking things with tomes other than for fun.

Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #16 on: December 20, 2014, 03:26:22 AM »
It's silly but I intend the game to be a bit on the silly side :V

Also right now it's intended as part of the balance where you'll have some weapons that are utility based with the draw back of being terrible weapons and thus eating up equipment slots, although who knows how that will turn out in the long run


First of all: The fact that I have to click Cancel and End Turn at various points when there's nothing for me to do in the current menu is kinda aggravating.  For a point and click game it should move to the next phase when your options are exhausted.
Okay so yeah after playing some other games you're totally right, I don't know why I thought clicking outside of the inventory to close it wouldn't work because it works perfectly fine in other games. :V End turn I'm still trying to figure out though.

And yeah UI could really use some smoothing out in general. Some of the stuff I'm changing are:
  • Letting you close menus by clicking outside of them
  • Separating the equipment inventory from the regular one
  • Visible durability bars for all your items when you're in town
  • Easier buying, selling, and fixing without having to drag everything around (I'll keep the dragging function but also allow something like right clicking)
  • Easier combat controls so you don't have to click here and there and everywhere. Probably something like click on a weapon to attack, and either a separate button for each ability or just right click
  • And a bunch of other little things here and there like making the price obvious when making deals, having your HP bar visible in town so it's more obvious when you're low, etc.
  • I think in general I'm going to focus on polish rather than content for now. I'm happy with the general mechanics but not so much with the general look and feel of stuff.

right now though I'm just slacking off cause Holidays and all :derp:
« Last Edit: December 26, 2014, 08:49:54 PM by Suikama »

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Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #17 on: December 28, 2014, 06:53:33 AM »
It's fine to have an end turn button for ending early!

On ending turns automatically.

As part of your action validation, whether or not that item can be used, you should check several things.

1. If you have the energy
2. If the item has the durability
3. If the item's effect can be applied at all.  For example buffs that don't stack.

If an item's action doesn't meet all those requirements then it is unavailable. 

In the case of stacking buffs either they will always block the automatic end turn function, or eventually run into another fail condition such as 0 durability. 
« Last Edit: December 28, 2014, 06:55:10 AM by Moogs Parfait »

Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #18 on: January 16, 2015, 07:58:12 PM »
Quote
Warning: this topic has not been posted in for at least 14 days.
Goddamn time flies quickly :<


Anyways I've been working on trying to make the game look a little less uh, terrible. I messed around with some stuff and ended up with this:

(This is just concept art so it's missing stuff and some stuff is just borrowed for now)

So uh does this look a little too Final Fantasy-ish? I tried to make a bit different but I guess the style is really similar. Well it's not like styles are copyrighted right? :derp: i could be terribly wrong though :ohdear:

I dunno I think I need a bit of outsider opinion on this :derp:


At least it looks way better than right now


lol


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Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #19 on: January 17, 2015, 02:31:29 AM »
Well, I for one didn't notice until you said something

Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #20 on: January 20, 2015, 10:35:53 PM »
Well that's good :V

I tried some other designs but didn't like any of them so I think I'll stick to it for now.


On another note, I've been considering ditching the mana system for a cooldown based one.

Right now I don't think mana actually works that well for a bunch of reasons. For one, it's rather tedious when you have 10 mana and a bunch of 1 cost skills and attacks, meaning you have to make a whole bunch of clicks every turn even if you're just doing the same attack plan as last turn.
The biggest reason though is it's supposed to be a limiting resource, but actually it isn't. Rather it's a limiting gate. My mistake was taking mana from hearthstone to work as a resource when actually cards are the resource and mana is just a gate so that people don't drop ragnaros on turn 1.

On the other hand, a cooldown system kind of like PaD's works far better as a resource because it's something you can 'spend' and then have to slowly gather back. There's also some risk/reward with every turn where you can choose to either try to stall on the crystal for your skills to come up or just use them right away which might become a problem in later turns.

I guess this kind of make the game more like a roguelike pad where there's no puzzle aspect but instead you get random stuff and have to figure out builds on the fly.

Unfortunately this means I have to redo a lot of things, including all of the stats of the current weapons, but hopefully this will change things for the best.
« Last Edit: January 21, 2015, 01:14:08 AM by Suikama »

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Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #21 on: January 21, 2015, 12:55:30 AM »
TBH using a Final Fantasy-esque motif is fitting considering half the concept of the game is reversing the crystal trope anyways.

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Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #22 on: February 10, 2015, 04:10:42 AM »
The quest to make things look less ass continues. :V

Still just messing around with mockups for now. It's a lot easier to drag around and mess with stuff in photoshop without having to worry about code stuff being messed up. I guess I might as well show some progress.

Here's a comparison of old vs new: (click for bigger images)
Title

Some notes:
  • Changed a little bit from last time but not much.
  • Still not totally sure what to do for the background. Maybe some particle effects or something?

Battle
()
Notes:
  • New UI aw yiss
  • No more energy stuff, now each weapon has it's own turn based cooldown, which is clearly marked on each weapon/ability so hopefully less confusion of when you can do what.
  • Oops that wait button should really say end turn.
  • Yes end turn button still exists, just in case you want to save some of your cooldowns.
  • The "deal X damage to end corruption" mechanics is also gone. Crystals will now be designed so that with proper tactics you can win in one go.
  • These changes are to help make fights more intuitive (see crystal kill crystal) and strategic (crystal has X hp and deals around Y dmg per turn so I should get weapons of a certain type etc.).
  • "Informative toolbar" for tooltips rather than a floating box that blocks everything. Still no one will read it though. :v Weapon stats will still get their own window.
  • Bunch of things still wonky/aren't finished.

Town

Notes:
  • No, Miku isn't in the actual game. maybe :3
  • UI is now consistent with Battle's, with a few changes like the Flee button becomes your Inventory.
  • Visible reputation icon, for reputation feature that I still need to add :V
  • Town has health rather than 'corruption' just to make things clearer.
  • Not pictured: Self healing is now automatic, town healing is 10% for 1 shard. Crystals will only deal 10% town damage every time they're left alive. So healing is buffed in general however...
  • Crystals will now 'spawn' as time passes, which means if you take too long to defeat one, another one will appear and now you have to deal with both dealing a total of 20% town damage.
  • Wait button lets you pass time without going into Battle. It will be relevant if you can clear crystals quickly and get some down time with no fighting.
  • This change is in line with the Battle changes. Since crystals can be defeated in one go, good strategy can keep you out of danger, while poor strategy will cause crystals and thus town damage to accumulate.
  • Background has a bunch of scribbles cause I'm still figuring out what to do. It going to need a big revamp.


Okay so before I retreat back into my devcave, some stuff on future happenings:
My current goal is to keep working to make the game look better. This is a part of a larger goal which is to make a trailer for promotion/kickstarter stuff. Since kickstarters aren't allowed here anymore, I'll probably only share the trailer for feedback and stuff.
I'll also need to update the alpha build with all of the new graphics and mechanics. What will probably end up happening is once it's updated I'll do some playtests, polish it up, then release it as the official "demo" for the game. From then on out the alpha will switch to a closed alpha/beta that people will have to pay for, but maybe I'll let some people here in for free if they give good feedback and stuff :3.
Also I'm ditching the blog for now. Juggling too many things is hard. :derp:


Oh yeah almost forgot to say, feedback on how stuff looks right now would be much appreciated :V
« Last Edit: February 10, 2015, 04:12:21 AM by DJ Suikama »

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Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #23 on: February 10, 2015, 05:03:41 AM »
Dark color schemes look a lot more serious than green ones.

Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #24 on: February 10, 2015, 04:32:39 PM »
yeah I think I'll try some lighter colors in town since everything is so dark

picking colors is hard :<

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Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #25 on: February 12, 2015, 07:57:24 PM »
I kept repeating "I think" in a previous edit of this, so please understand this is all opinion.

Your clock really clashes with the new UI.  On the other hand I don't think the dark UI detracts from the silly tone you're going for, the thick lines on the item really show what kind of game it is.  I expect 90% of the item descriptions will contain a joke.

The drawing style of that Miku really suits the tone and you should go for that kind of thing in the final.

« Last Edit: February 12, 2015, 08:13:43 PM by Moogs Parfait »

Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #26 on: February 12, 2015, 08:21:34 PM »
The clock is part of the "not done" stuff don't worry. Actually it's just cut out from a really old concept art pic. :V

Quote
I don't think the dark UI doesn't detract from the silly tone you're going for
Wait does this mean it does clash or it doesn't? Double negativesssss

Quote
I expect 90% of the item descriptions will contain a joke.
you know me well :v

The drawing style of that Miku really suits the tone and you should go for that kind of thing in the final.
Good to know :3 I think I'll experiment with thicker lines on the characters as well to make things look consistent

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Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #27 on: February 12, 2015, 08:26:28 PM »
I meant to say "I don't think the dark UI detracts from the silly tone"



Re: Suikama makes another game! Anticrystal Knight (ALPHA v. 0.0.2)
« Reply #29 on: March 06, 2015, 03:50:27 AM »
aw yiss battle animations

Alright so uh what's a good screen capture program? I used HyperCam for the video above, but the problem is it's really compressed and the worst part is the framerate sucks. If I try to record uncompressed footage with it, it comes out terrible with dropped frames everywhere.

Normally I'd use fraps but for some reason it doesn't seem to work with the program I'm using anymore :/


edit:
aw yiss now in HD

okay so I tried OBS and it works great. Only problem is the sound is way off sync though. Guess I just need to fiddle with it more.


edit2:
and now OBS is giving me laggy recordings. bluh, is it just my computer or what?

no doesnt seem to be that cause i can record other games with fraps at 60 fps
« Last Edit: March 07, 2015, 02:38:43 AM by Suikama »